Sueta

PassivePhantoms

1.3.0-Dev2a

A Minecraft Bukkit/Spigot plugin that makes phantoms spawn natrually in the end (no overworld spawn) & are passive until they are attacked by a player.

·Plugin
  1. 1.3.0-Dev2alatestPassivePhantoms 1.3.0-Dev2aJul 17, 2026
    - Added allow_overworld_spawning and allow_end_spawning (config v4) for optional Overworld/End spawn control. - Defaults match prior behavior: Overworld off, End custom spawns on. - Status/debug output shows both flags; migration merges new keys into existing configs. - Locktight-style update checker: /passivephantoms update, join notify for ops, notify online admins when outdated.
    76 downloads
  2. 1.3.0-Dev1bPassivePhantoms 1.3.0-Dev1b-Folia1Jul 15, 2026

    1.3.0-Dev1b-Folia1 (2026-07-15)

    - Fully Folia-compatible on the correct Dev1b base (config v3 header preserved). - EntityScheduler + per-chunk RegionScheduler for all entity/world work. - Fixed cant getEntities asynchronously and remaining cross-region query hazards. - Paper/Spigot behavior preserved on non-Folia servers.
    15 downloads
  3. 1.3.0-Dev1aPassivePhantoms 1.3.0-Dev1aMar 21, 2026

    1.3.0-Dev1a (2026-03-19)

    - Added Folia support baseline for passivephantoms. - This release was branched from the latest version to avoid breaking existing installs. - Internal migration/update compatibility checks were reviewed for this version line.
    94 downloads
  4. 1.2.6-Dev1aPassivePhantoms 1.2.6Mar 10, 2026

    [1.2.6] - 2025-03-09

    Added
    - Locktight-style config migration (config_version, merge with default, preserve comments). - Modrinth update checker (async; notifies ops on join via passivephantoms.notify). Supports dev versions (e.g. -Dev1a, 1.2.6b1). - Config options: update_checker, spawn_check_radius, end_spawn_interval_ticks. All numeric settings validated and clamped to safe ranges. - Per-spawn cap now uses phantoms near the player (within spawn_check_radius) so flying phantoms can’t bypass the limit; End spawn event also enforces per-chunk cap.
    Changed
    - Spawn cap is radius-based (default 64 blocks) instead of chunk-only. Stuck/tree logic runs only for phantoms within 128 blocks of a player. Entity counts use getNearbyEntities for performance. - Config comments and status command updated. Early exit when end_spawn_chance is 0.
    Fixed
    - Memory: cleanup on phantom death (all tracking maps), clear all maps on disable, prune stale UUIDs from aggressive set in movement monitor. - max_phantoms_per_chunk now enforced correctly when AFK in the End (was bypassed by phantoms leaving chunk).
    20 downloads
  5. 1.2.5PassivePhantoms 1.2.5Jul 7, 2025
    Note: Movement improvements are experimental and phantoms may still get hung up on chorus trees.
    Added
    - Movement improvements: Automatic stuck detection and escape assistance for phantoms - Natural tree avoidance: Guides phantoms to fly around chorus fruit trees using gentle velocity adjustments - Enhanced status command: Shows plugin status and movement improvement status
    Configuration
    - phantom_settings.movement_improvements_enabled: Enable/disable movement improvements (default: true) - phantom_settings.stuck_detection_ticks: How often to check for stuck phantoms (default: 100 ticks = 5 seconds) - phantom_settings.stuck_threshold: Consecutive checks before considering stuck (default: 3) - phantom_settings.stuck_distance_threshold: Minimum movement distance (default: 1.0 blocks) - phantom_settings.max_stuck_attempts: Maximum escape attempts before removal (default: 5) - phantom_settings.tree_avoidance_enabled: Enable/disable tree avoidance (default: true) - phantom_settings.tree_avoidance_radius: Detection radius for chorus fruit trees (default: 3.0 blocks)
    Technical Details
    - Single optimized monitoring task handles both stuck detection and tree avoidance - Tree avoidance uses gentle velocity adjustments instead of teleportation for natural flight - Stuck detection uses distance-based movement tracking with configurable thresholds
    56 downloads
  6. 1.2.5b2PassivePhantoms 1.2.5b2Jul 7, 2025
    Added
    - Per-chunk mobcap system: Prevents infinite phantom spawning with a limit of 8 phantoms per chunk - Configurable mobcap: New phantom_settings.max_phantoms_per_chunk setting allows server admins to adjust the per-chunk limit - Mobcap monitoring: Enhanced /passivephantoms status command shows phantom populations per world - Chunk-based spawning: Phantoms now spawn based on chunk limits rather than world-wide limits - Better distribution: Prevents single players from hogging all phantoms in a world - Debug logging: Shows chunk coordinates and mobcap status in debug messages. Enable debug_logging: true to see when chunk mobcaps are reached.
    Changed
    - Spawn system: Changed from per-world (15 phantoms) to per-chunk (8 phantoms) limits - Performance: More efficient phantom counting using chunk-based calculations - Fairness: Better phantom distribution across multiple players in different areas - Configuration: Mobcap is now configurable instead of hardcoded - Logic robustness: Mobcap logic is robust and tested; no chunk will ever exceed the configured limit, mirroring vanilla mobcap enforcement.
    Technical Details
    - Uses chunk coordinates (blockX >> 4, blockZ >> 4) for efficient counting - Each chunk can independently have up to the configured limit (default: 8 phantoms) - Multiple chunks can each reach their limit, allowing higher total phantom populations - Maintains compatibility with multiple End worlds - Configurable mobcap supports values from 5 (conservative) to 15+ (generous) - Mobcap enforcement is logged when debug_logging is enabled
    27 downloads
  7. 1.2.5b1PassivePhantoms 1.2.5b1Jul 7, 2025
    Fixed
    - CRITICAL: Fixed phantom targeting issue where Phantom aggresion would randomly break - CRITICAL: Fixed phantom aggression persistence - phantoms now stay aggressive after being hit - Changed event priority from LOWEST to HIGH for better compatibility with other plugins - Improved phantom damage event handling to ensure immediate aggression - Fixed targeting logic to properly handle null targets for aggressive phantoms - Added immediate re-targeting for aggressive phantoms when they lose their target - Fixed variable scoping issues in lambda expressions
    Added
    - New /passivephantoms debug command to toggle debug logging in-game - New /passivephantoms status command to check plugin status and aggressive phantom count - New /passivephantoms list command to list all aggressive phantoms and their current targets - Enhanced debug logging with phantom UUIDs for better troubleshooting - Tab completion for all /passivephantoms commands with smart filtering - Comprehensive tracking of when phantoms are added/removed from aggressive set
    Changed
    - Updated version to 1.2.5 to reflect critical bug fixes - Improved command help messages with new subcommands - Enhanced targeting event logging to show target information and aggressive status - Better error handling and safety checks for phantom targeting
    Technical Details
    - Aggressive phantoms now re-target immediately when they lose their target (null) - Re-targeting uses next-tick scheduling to avoid event conflicts - Only re-targets when phantom actually loses target, not constantly - Preserves natural phantom AI attack cycles while maintaining aggression
    17 downloads
  8. 1.2.4PassivePhantoms 1.2.4Jul 7, 2025
    1.2.4 beta 1 -Projectile Aggression: Phantoms now become aggressive when hit by projectiles (arrows, tridents, snowballs, etc.) from players -Enhanced command feedback with colored messages -Permission system for the reload command -Better debug logging for projectile attacks -Better Config migration when updating version
    23 downloads
  9. 1.2.3PassivePhantoms 1.2.3Jul 6, 2025
    Phantom aggression not triggered by projectiles. Will be fixed in 1.2.4.
    81 downloads

Similar projects

Plugin →